The servers in question are part of the main Ambient application [0]. The server part is open-source just like the rest of the engine. You can start your own server using native build of Ambient (check cli help for `ambient serve`).
As for the orchestration and creating servers on demand, we are using Kubernetes and Agones [1]. Both of them are open too. We just have a thin API server that receives requests that a server is needed, checks if there's already one running and if not it uses Agones to allocate one.
[0]: https://github.com/AmbientRun/Ambient
[1]: https://agones.dev/
On a similar note, Ambient (https://github.com/AmbientRun/Ambient) has been on my radar for their utilization of WebGPU, though they seemingly lack a tangible web demo. Anyone have any insights or comparisons to share?
We're happy to announce Ambient 0.2. For those joining us for the first time, Ambient is an open-source runtime for building high-performance multiplayer games and 3D applications powered by WebAssembly, Rust and WebGPU. Projects consist of assets and logic built around the currently Rust-only Ambient API, and these projects can be loaded by any compatible runtime running on any platform.
This release adds a few major features we're really excited about:
- We now have basic support for playing sounds.
- WASM can now be run on the client, in addition to the server.
- Servers are automatically proxied by the Ambient Proxy, allowing anyone with the URL to connect.
- Finally, our UI framework, Ambient UI, can now be used from guest code. Combined with our networking and ECS, this unlocks an exciting new capability: multiplayer UI!
In the blog post, we walk through the creation of a basic multiplayer beat sequencer using these features. We're excited to see what else the community can cook up :)
Download: https://github.com/AmbientRun/Ambient/releases/tag/v0.2.0